pgrochola Posted December 8, 2011 Share Posted December 8, 2011 Hi, I have a bunch of curves stuck on a surface (for fur groom). I'm trying to avoid going through dops to do geometry collisions. I'm developing an idea of using the velocity of the collision object to calculate the rotation of a curve at the base. At the moment I'm stuck on how you define the pivot in the rotate node in vops. The attached example illustrates what I'm trying to achieve. Has anyone done something similar? Thanks cheapCollisions.hip Quote Link to comment Share on other sites More sharing options...
Macha Posted December 8, 2011 Share Posted December 8, 2011 One way to do cheap collisions would be if the curves to point-cloud-lookup themselves and then you do something with that. Another thing would be to make a volume out of it (normals, of v or something) and then use that to advect. Just some ideas. Quote Link to comment Share on other sites More sharing options...
pgrochola Posted December 9, 2011 Author Share Posted December 9, 2011 thanks Macha. I've also looking into using a sop solver for this. Seems really promising. I'll post my finding if I come with anything decent. Cheers One way to do cheap collisions would be if the curves to point-cloud-lookup themselves and then you do something with that. Another thing would be to make a volume out of it (normals, of v or something) and then use that to advect. Just some ideas. Quote Link to comment Share on other sites More sharing options...
pgrochola Posted January 3, 2012 Author Share Posted January 3, 2012 Here is a quick and dirty hack using the sop solver. (no dynamics) Could be useful if speed is more important than accuracy. Pav thanks Macha. I've also looking into using a sop solver for this. Seems really promising. I'll post my finding if I come with anything decent. Cheers furDynamicsV05.hip Quote Link to comment Share on other sites More sharing options...
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